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The wizard's core spellbook
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<blockquote data-quote="Faerl'Elghinn" data-source="post: 1647023" data-attributes="member: 17810"><p>Hmmm... See, this is a difficult question, as the usefulness of spells often varies from campaign to campaign (although there are those few Fireballesque spells which would appear on any rational person's list.) If the goal is to "win" (or to be the most powerful wizard possible...) Let's see- I'm not multiclassed, so my combat abilities are basically garbage without <em>Tenser's Transformation</em>. I want to choose spells which will a) boost the party, b) keep me from getting hurt, c) render as many enemies as possible ineffective in combat, d) give me an effective mechanics "toolbox" for non-combat situations, and e) disable/kill/hurt a single powerful opponent as effectively as possible. My most important skill to boost will be Concentration, as I'll need to remain cool-headed in order to escape if I'm forced into melee (or at least be able to pop off a spell to make myself an effective fighter, such as <em>Polymorph</em> or <em>Tenser's Transformation</em>). All right, here goes nothing:</p><p></p><p><strong>0th:</strong> All</p><p><strong>1st:</strong> Identify, Expeditious Retreat, Magic Missile, Shield, Mage Armor, Ray of Enfeeblement, Color Spray, Tenser's Floating Disk</p><p><strong>2nd:</strong> Invisibility, Mirror Image, Rope Trick, Knock, Bull's Strength, Tasha's Hideous Laughter, Darkvision, See Invisibility</p><p><strong>3rd:</strong> Fireball, Haste, Fly, Dispel Magic, Slow, Tongues, Phantom Steed, Protection from Energy</p><p><strong>4th:</strong> Dimension Door, Polymorph, Confusion, Leomund's Secure Shelter, Greater Invisibility, Fear </p><p><strong>5th:</strong> Cloudkill, Feeblemind, Teleport, Wall of Force, Cone of Cold, Permanency</p><p><strong>6th:</strong> True Seeing, Contingency, Disintegrate, Circle of Death, Mass Bull's Strength, Tenser's Transformation</p><p><strong>7th:</strong> Greater Teleport, Finger of Death, Forcecage, Limited Wish</p><p><strong>8th:</strong> Horrid Wilting, Polymorph any Object, Protection from Spells, Otto's Irresistible Dance</p><p><strong>9th:</strong> Wish, Time Stop, Shapechange, Wail of the Banshee</p><p></p><p>Eh, something like that. Just a quick list, but it feels pretty well-rounded over all. Of course, many of the spells might change dependant upon my alignment, disposition, sense of self-preservation, race, etc. Even as a good character, I don't think I'd have a problem hitting a horde of weak monsters with a <em>Circle of Death</em> as opposed to a <em>Fireball</em>. I'd just be taking the more direct route. Of course, some of my other choices might be contingent upon external factors, such as the abilities of the other individual party members, such that I would create as few overlaps as possible. Plenty of firepower, buff, protection, escape, utility, and just outright badassitude here, I think. At higher levels, <em>Limited Wish</em> becomes a real powerhouse, as it can give you access to a spell for just about any situation for a paltry 500 XP. Never leave home without it. My experience with the spell may be somewhat influenced by the fact that my DM is fairly forgiving on wording when I stick to the limitations outlined in the book, although some casters may find it to be more bane than blessing. </p><p></p><p>At low levels, my first reaction would be to pop up a <em>Shield</em>, and then proceed to launch various offensive spells. Hang back, buff, then take the offensive at mid levels, setting up effective party escape routes where necessary (i.e., pop up a <em>Rope Trick</em> when the party appears to be overmatched). Just outright obliterate at high levels. <em>Polymorph</em> all party members into something powerful (save probably the Rogue), such as Stone Giants, as soon as it becomes an option. This post is always assuming that everyone in the party has the singleminded goal of "winning", so I can't see myself facing any opposition to this plan.</p><p></p><p>Oh, well- end of post.</p></blockquote><p></p>
[QUOTE="Faerl'Elghinn, post: 1647023, member: 17810"] Hmmm... See, this is a difficult question, as the usefulness of spells often varies from campaign to campaign (although there are those few Fireballesque spells which would appear on any rational person's list.) If the goal is to "win" (or to be the most powerful wizard possible...) Let's see- I'm not multiclassed, so my combat abilities are basically garbage without [i]Tenser's Transformation[/i]. I want to choose spells which will a) boost the party, b) keep me from getting hurt, c) render as many enemies as possible ineffective in combat, d) give me an effective mechanics "toolbox" for non-combat situations, and e) disable/kill/hurt a single powerful opponent as effectively as possible. My most important skill to boost will be Concentration, as I'll need to remain cool-headed in order to escape if I'm forced into melee (or at least be able to pop off a spell to make myself an effective fighter, such as [i]Polymorph[/i] or [i]Tenser's Transformation[/i]). All right, here goes nothing: [b]0th:[/b] All [b]1st:[/b] Identify, Expeditious Retreat, Magic Missile, Shield, Mage Armor, Ray of Enfeeblement, Color Spray, Tenser's Floating Disk [b]2nd:[/b] Invisibility, Mirror Image, Rope Trick, Knock, Bull's Strength, Tasha's Hideous Laughter, Darkvision, See Invisibility [b]3rd:[/b] Fireball, Haste, Fly, Dispel Magic, Slow, Tongues, Phantom Steed, Protection from Energy [b]4th:[/b] Dimension Door, Polymorph, Confusion, Leomund's Secure Shelter, Greater Invisibility, Fear [b]5th:[/b] Cloudkill, Feeblemind, Teleport, Wall of Force, Cone of Cold, Permanency [b]6th:[/b] True Seeing, Contingency, Disintegrate, Circle of Death, Mass Bull's Strength, Tenser's Transformation [b]7th:[/b] Greater Teleport, Finger of Death, Forcecage, Limited Wish [b]8th:[/b] Horrid Wilting, Polymorph any Object, Protection from Spells, Otto's Irresistible Dance [b]9th:[/b] Wish, Time Stop, Shapechange, Wail of the Banshee Eh, something like that. Just a quick list, but it feels pretty well-rounded over all. Of course, many of the spells might change dependant upon my alignment, disposition, sense of self-preservation, race, etc. Even as a good character, I don't think I'd have a problem hitting a horde of weak monsters with a [i]Circle of Death[/i] as opposed to a [i]Fireball[/i]. I'd just be taking the more direct route. Of course, some of my other choices might be contingent upon external factors, such as the abilities of the other individual party members, such that I would create as few overlaps as possible. Plenty of firepower, buff, protection, escape, utility, and just outright badassitude here, I think. At higher levels, [i]Limited Wish[/i] becomes a real powerhouse, as it can give you access to a spell for just about any situation for a paltry 500 XP. Never leave home without it. My experience with the spell may be somewhat influenced by the fact that my DM is fairly forgiving on wording when I stick to the limitations outlined in the book, although some casters may find it to be more bane than blessing. At low levels, my first reaction would be to pop up a [i]Shield[/i], and then proceed to launch various offensive spells. Hang back, buff, then take the offensive at mid levels, setting up effective party escape routes where necessary (i.e., pop up a [i]Rope Trick[/i] when the party appears to be overmatched). Just outright obliterate at high levels. [i]Polymorph[/i] all party members into something powerful (save probably the Rogue), such as Stone Giants, as soon as it becomes an option. This post is always assuming that everyone in the party has the singleminded goal of "winning", so I can't see myself facing any opposition to this plan. Oh, well- end of post. [/QUOTE]
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